
A turn-based tactical roguelike from the creators of Monster Train. Play solo or co-op, create powerful builds, and save the Atheneum.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.29/day in the week to Jul 24 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Genres
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 811 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I never read roadmaps, future updates and so on.. because (like these developers), the developers can just run from it all, despite having promised the utopia.. However, when the game feels unfinished, and the developers already abandon it - that, i do not like!
Bought this thinking it was just another roguelike. Turns out it's actually a philosophical treatise on the nature of narrative wrapped in the most addictive turn-based combat system ever created. Also, the monsters are literally stealing the ink from books and somehow this makes perfect sense after hour 3. Nothing says "innovative gameplay" quite like playing chess with demons while your friend across the country judges your positioning skills in real-time. THE GOOD: Finally, a game where being a bookworm is literally the plot! The monsters are stealing stories and I'm taking this PERSONALLY. Turn-based combat that doesn't make me want to throw my keyboard through the window. I can actually think about my moves instead of panic-clicking everything. My co-op partner and I have developed a telepathic understanding of tactical positioning. We're basically a married couple now, but for roguelike strategies. The art style is so gorgeous I keep getting distracted mid-combat. "Oh look, a beautiful death animation!" proceeds to get flanked by ink demons THE BAD: Started referring to difficult real-life situations as "ink corruption events." My boss is concerned about my mental state. Tried to explain to my therapist why I have trust issues with libraries now. She suggested I "maybe read physical books for a while." Ma'am, the books are COMPROMISED. My friends ask me to play other games and I'm like "But can you play co-op turn-based strategy with perfect synchronous combat?" They don't understand true art. Google thinks I'm having an existential crisis based on my searches: "what happens when stories die" "can ink actually be evil" "turn-based relationship therapy" MEMORABLE MOMENTS: Spent 45 minutes planning the perfect four-person combo attack. Executed it flawlessly. We all high-fived through Discord. Peak human achievement unlocked. My character got so powerful I was one-shotting bosses. Then I realized I was playing on Story Mode. Switched to higher difficulty and got immediately humbled by a book with legs. Discovered there are like 20 different character builds and they all feel completely unique. I now have commitment issues but with statistical builds instead of romantic relationships. My friend joined mid-run and watched me solo a boss with the grace of a tactical ballet dancer. I think I peaked as a human being in that moment. CO-OP RELATIONSHIP DYNAMICS: "Wait, don't move yet, I have the perfect setup!" "Why did you move THERE? We talked about flanking strategies!" "Okay but what if we tried the completely ridiculous combo we theorycrafted for 20 minutes?" Combo works perfectly "WE ARE TACTICAL GENIUSES!" ACTUAL GAMEPLAY BREAKDOWN: 25% carefully planning optimal moves 20% gasping at how pretty everything is 20% debating strategy with co-op partners like we're planning a military operation 15% getting way too emotionally invested in procedurally generated story fragments 10% trying new character builds 10% having existential thoughts about the nature of storytelling LIFE LESSONS LEARNED: Patience is not just a virtue, it's a tactical advantage The best strategies are the ones you plan together Sometimes the real treasure was the synchronized combat we achieved along the way Books are apparently way more dangerous than I previously thought Would I recommend this game? Absolutely, especially if you want to experience what it feels like to be a literary superhero with excellent time management skills. Is it better single player or co-op? Co-op turns it from a great game into a life-changing social experience where you discover who your friends really are under tactical pressure. Should you play if you hate turn-based games? This game might convert you. It's turn-based for people who thought they hated turn-based.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Japanese, Simplified Chinese*languages with full audio support
Hours played at review time, across 812 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Two main problems with the game as I see it: 1. It's poorly balanced. Half the classes are F tier levels of terrible. Damage mitigation is laughably bad for the most part, and given the amount of unavoidable damage you will take in a run (see point 2), the only way to play the game is to build with the aim of one-shotting every unit in sight every turn. This is easily done, as there are many ways to become so hilariously overpowered that a flick of your pinky will devastate mountains, though you ignore a considerable portion of the game's potential builds in doing so. The game continually asks you to take things like bleed, burn, poison, or similar damage over time effects. None of them are exceptional as a source of damage, and most of them only trigger after enemy attacks, making them worse than useless. The point of aggression in action games is to kill the enemy fast enough that they don't have the opportunity to deal damage to you. Orienting a build around bleed, as the game wants you to, means that no amount of successful aggression on your part will remove your opponent's ability to damage you, and because the majority of the game's damage mitigation is a joke, you will get absolutely destroyed. It's strange that Shiny Shoe doesn't understand this, but it makes an amount of sense if you frame each fight within the context of Monster Train, where enemies attack first. This game, in many ways, plays the same as Monster Train, only with a Hades-ish reskin. 2. Enemy attack patterns lack variation, and as a result enemies frequently perform unavoidable attacks. If direct targeted attacks didn't exist or were very rare, if they were replaced with a rich variety of avoidable attacks, then combat would be far more compelling. There are 2 basic types of untargeted, avoidable attacks made by enemies: they attack in a circle or semi-circle, or they attack in a line or a rectangular wave. If the player ends their turn within an unsafe area, they take damage, so combat on those turns becomes about managing movement to be able to land attacks while making sure to be able to move to a safe area before ending turn, also while avoiding triggering certain enemy abilities. This is interesting and fun, although a little simple given the lack of variation in enemy attack patterns. Dodging circles and rectangles is basic geometry, where it could be trigonometry, for lack of a better analogy. Imagine: enemies attack in a wave, if they collide with another unit their attack continues in another direction; enemies attack in a forked pattern, with safe zones in between unsafe zones; enemies charge up attacks, and the type/direction/strength of attack can be manipulated by the player during the charge-up turns. There are so many easily imagined ways to create new and interesting ways for enemies to attack. Instead of this kind of inventiveness, most enemies cycle between an indirect attack and a direct attack, or they only have a direct attack. A direct attack is one where the enemy will deal the same damage to you no matter where you are or what you do on your turn. The only way to avoid the damage is to kill the enemy before it can attack. This is uninteresting and unfun, and it turns what could easily be a game with very compelling fights into a game where you just click the button to make enemy die. Because these direct attacks exist alongside damage mitigation being generally unreliable and bad, the only consistently viable way to play the game to win is to make a build that instantly kills everything in sight every turn. Big numbers make thing go boom can be fun, and I enjoy the game enough. You have a few solid lines to choose from that can carry any run. If the two points mentioned above had been developed differently, the game could've been very good. It's decent as is, and what can I say I'm a Monster Train enjoyer. Sometimes it's okay to dabble in some trashy reality TV.
Starts out fun and interesting, but gets boring and repetitive VERY quickly. Not nearly enough variety present for a roguelike to keep things fresh.
Pros: Easy to learn, but with room to nerd out as you get better, relaxing, and can be played with friends pretty easily without needing a PhD in cooldown management. Mechanics make each character feel different enough to be worth playing. Large enough variety of fun and broken builds to keep it interesting for 80+ hours. Colorful, cutesy art style, like Splatoon mixed with League of Legends and World of Warcraft. The animations and sound design are fun and satisfying. Cons: Repetitive back-and-forth fetch quests, "fight-the-boss-again-10-times" quests, and "get-the-right-combination-of-random-conditions" quests for more than half of the game. Some balance issues that make certain characters feel flat and unimpactful if you're not lucky enough to roll specific pieces of gear/augments. (Looking at you, Binder-without-Pulling-Constrict). Higher difficulties just add stats to the same monsters, or take away your resources, rather than presenting new enemies or more creative challenges.
Fantastic roguelike strategy game, every bit as good as Monster Train. Unfortunately feels somewhat unfinished in places (for example, the two conspicuous empty slots on the class selection screen); evidently the developers had more in mind for continued updates to this game that were put by the wayside in favor of Monster Train 2. I guess the game wasn't as successful as they had hoped? Either way this game is well worth playing.
I loved this game...... but the fact the company decided to stop development and not communicate with its player base about it nor see if their community would support them is just disappointing. This game had a lot of potential and now it falls flat to poor communication and terrible planning by the devs. Shame
I played this with two friends over a few days. Multiplayer is handled by their server and it's BAD. There are three servers for this game: NA, Asia, and Europe servers. We live in NA but none of us could connect to the NA server on any of the days we played. So we were forced to play on a further server with high latency. Furthermore, when starting a game I would frequently get disconnected by the server and we would have to keep retrying until the server decided I could play. Getting disconnected also seems to mess up their party system because in some cases it would show we were in a party for some of us but not to another. I do not recommend this if you want to play it for multiplayer.
Very fun game, abandoned in a poor state.
Not worth the price. Devs dropped the game so no more new content.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $318 | 4 | 50% | $2.99 | |
| $5.2K | 19 | 89% | $11.99 | |
| $0 | 0 | — | Free | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.3M | 17.5K | 94% | $9.99 | |
| $4.3M | 14.5K | 98% | $16.99 | |
| $4.3M | 38.8K | 80% | $6.99 | |
| $4.3M | 6.4K | 88% | $29.99 | |
| $4.3M | 7.6K | 77% | $16.99 | |
| $4.3M | 20.4K | 98% | $9.99 |